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April 19, 2018
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Updates » Console/PC
Blog: The importance of knowing your inheritance, as a game dev 5
by Gamasutra Community [04.09.18]
Game dev Soren Johnson (Offworld Trading Company) writes about why it's important for game makers to understand what their work inherits from the past.
VR, Console/PC, Smartphone/Tablet, Indie, Design

Video Game Deep Cuts: A WiLD eSports Mario Approaches  
by Gamasutra Staff [04.07.18]
This week's highlights include the current fate of Michel Ancel's WiLD, a 'state of eSports' profile, Super Mario RPG archival interview goodness, & much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

'We had to scramble': Devs reflect on the making of Divinity: Original Sin 2 1
by Alex Wawro [04.06.18]
"Original Sin 2 was the first time where we had sufficient resources to do everything well, and even then we had to scramble," studio founder Sven Vincke told PCGamer in a new postmortem feature.
Console/PC, Indie, Design

Nightdive shares source code for System Shock on Mac  
by Alex Wawro [04.06.18]
The folks at Nightdive Studios this week released the source code for the Mac version of Looking Glass Studios' 1994 classic System Shock.
Console/PC, Programming, History

Watch Gamasutra discuss Sea of Thieves (while raiding on the high seas)  
by Bryant Francis [04.06.18]
Join the Gamasutra editorial team as they're ambushed by (teenage) pirates while trying to discuss Sea of Thieves.
Console/PC, Design, Video

Video: Designing Splatoon & Splatoon 2 to be stylish and appealing  
by Staff [04.06.18]
At GDC 2018 Splatoon and Splatoon 2 producer Hisashi Nogami shares his experiences working with a design team whose goal was to create a game that was novel yet easy to grasp and riveting to play.
Console/PC, Art, Design, Video

Don't Miss: What can game designers learn from the original Legend of Zelda? 69
by Mike Stout [04.06.18]
In this classic feature, Mike Stout (Ratchet & Clank, Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design

Razer sets up shop as a PC game retailer 1
by Alissa McAloon [04.06.18]
The noted hardware company has launched the Razer Game Store and is offering loyalty program rewards to players that buy digital games through its new storefront.
Console/PC, Business/Marketing

Blog: What I learned working at Halo developer 343 Industries  
by Gamasutra Community [04.06.18]
A look back at my time working for Halo developer 343 Industries and some related growing pains.
Console/PC, Production

Join us for a stream of Sea of Thieves at 3PM EDT!  
by Bryant Francis [04.06.18]
The Gamasutra editorial team is boarding a galleon and setting sail today with Sea of Thieves at 3PM EDT.
Console/PC, Design, Video

Reel Talk: A taxonomy of fishing mini-games 11
by Gamasutra Community [04.06.18]
"Fishing is probably the most common mini-game in gaming history," writes game dev Davide Aversa. "How can we classify them? Can we create something new?"
Console/PC, Smartphone/Tablet, Indie, Design

How Square struggled to fit Mario into an RPG for Super Mario RPG 1
by Alex Wawro [04.05.18]
"We didn’t want to make a 'normal' RPG that simply substituted in Mario characters, like some cheap Final Fantasy sprite-swap," said director Chihiro Fujioka in newly-translated interviews from 1995.
Console/PC, Design

PUBG Corp takes NetEase to court over alleged mobile PUBG copycats  
by Alex Wawro [04.05.18]
The people behind PlayerUnknown's Battlegrounds allege that NetEase's mobile games Knives Out and Rules of Survival contain "similar visual and audio elements" to PUBG.
Console/PC, Social/Online, Smartphone/Tablet

Get a job: Be a Senior Software Engineer at Visual Concepts  
by Staff [04.05.18]
Novato, California-based Visual Concepts seeks an experienced software engineer to focus on AI and gameplay development.
Console/PC, Programming, Recruitment

BossKey backing away from active LawBreakers development 5
by Alissa McAloon [04.05.18]
"We will continue to support the game in its current state, but we also need to focus on other projects with fresh creative leaders."
Console/PC, Social/Online

Don't Miss: Exploring color theory and production design in the classic Spyro the Dragon 1
by Gamasutra Community [04.05.18]
John Fiorito and Craig Stitt share some of the ways they used color to focus player emotion and create a vibrant 3D world during the PS1 era for original Spyro the Dragon.
Console/PC, Art, Design

Ubisoft to prioritize 'toxicity management' in Rainbow Six: Siege  
by Chris Kerr [04.05.18]
Ubisoft wants to stamp out toxicity from its popular online shooter Rainbow Six: Siege, and will be tackling the issue head on over the coming years.  
Console/PC, Design, Business/Marketing

Far Cry 5 has more than doubled Far Cry 4's first week sales 1
by Chris Kerr [04.05.18]
Far Cry 5 has more than doubled the first week sell-through of Far Cry 4, making it the fastest selling title in the franchise's history. 
Console/PC, Business/Marketing

Helping players relate to the heroine of Night in the Woods 1
by John Harris [04.05.18]
In the wake of an IGF Award win, read Night in the Woods co-creator Scott Benson's thoughts about why its feline heroine Mae feels real and relatable to an audience that has latched on to the game.
Console/PC, Indie, Design, Video

SteamSpy: $20 and $60 were the top-earning Steam game prices last year 2
by Alex Wawro [04.04.18]
"Surprise: cheap games do not make a lot of money," wrote SteamSpy operator Sergey Galyonkin. "People are still mostly buying relatively expensive and quality titles."
Console/PC, Indie, Business/Marketing